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I finally managed to (almost) rips all of the new tiles from Total Meldown. But I'm afraid of not having time to remake maps, so I leave them for anyone who want to recreate the maps, or simply use them in their own mods.

Update 3:
- Added Battlelord/BOSS1
- Fixed a little mistake with Overlord walking animation order
- Added missing frames for CyberKeef which is now complete
- Added a diving frame from back for Zombie Pig
- Added two shooting frames from back for Liztroop (1703, 1704)

I've finally managed to get almost of the new tiles used in the PSX version of DUKE NUKEM.

I used a program to directly get the tiles from the video memory of the PSX, so the graphics
and colors should be 100% exact from the original game, I only hope I have forgotten
nothing (apart from some frames of monsters that I can't get).

The maps tiles are in two formats:
- some are in 8bpp, using the same color palette than the original PC game.
- some are in 4bpp, using a different palette.

As for the monsters, they use each a custom 64 colors palette.

Unfortunately, I did not managed to get all frames for some monsters, because I can only get
the frame that are displaying on the screen; that mean I need to make the monster take all
poses in all directions to rip him.

LIZTROOP: Can't get frames while he's attacking while flying (1726, 1727)
because his behavior is not the same than the PC version. Instead of shooting,
he's resume walking animation, and directly landing (I've managed to get two
unused frames that have been randomly stored in the VRAM (1700 and 1725),
but it's not sufficient).
But the firing crouching animation is not missing (1749 to 1751), because he
use the same frames as normal crouching (1744, 1745), but
with diffenrent X/Y offsets.

ALL PIGS TYPES: Some are missing only diving frames from back (2044 and 2049) because they
turning towards you so fastly that I can't even get them displaying.
The Magnum Pig misses also the standing frame from back (2034), but
otherwise the sets are pretty complete.

LIZMAN: The LIZMANFEEDING animation is missing. Even if it's unused in game, i'm pretty
sure that they exists in the encrypted ART.

BOSS3/OVERLORD: Can't get the end of death animation sequence (2807,2808) because of
errors in CON code: it seem they have added two frames at start of
death sequence (including a all new frame), shifting others frames by 2,
but they forgot to update the CON code...

BOSS2/CYCLOID: He misses only three frames when he's shooting from side (2732, 2737, 2747),
same reason as above; he's turning towards you so quickly... Also one of the
most difficult to rip along with CyberKeef.

CYBERKEEF: One of the worst, because since his behavior is identical to the BattleLord,
That was very difficult to get walking animations (the layout is not the same
as the usual monsters), but I finally get it complete.

APLAYER: The most incomplete of all. I can't even get 50% of the frames. I tried to get
him using a mirror, but it work oddly (sometimes the sprite don't even appear
in the VRAM). I'm not even sure for the color of his pants...
I'm afraid that we must content ourselves with original PC sprites.

I've also found some "unused frames", like Liztroop shooting animation (1700) or
the Fat Commander unused animation (1935), but I found them randomly in the VRAM (there
always some random monsters frames loaded in VRAM, but there are very few and often from
face), so if someone manage to decrypt the ARTs, he could have access to these unused frames.

A last note: the Liztroop, Ocatbrain, Pig Cop and Fat Commander dead poses are in a
different file because they are in a different format (4bpp, along with some map tiles).

Good work. It's nice to see how clear all sprites are, while they look like of much lower quality in the game itself.

Some notes:

- I do think you should rip all monsters, they have all been rendered again after Chuck Jones models and are completely new. And I can tell of some differences (for example the Overlord fires only from one of his shoulder-mounted rockets). It would be nice to have the Battlelord sprites too for the sake of having the complete work, even if they are low resolution;
- You forgot the inventory Tripbomb icon;
- There is also a missing flipped #1200 tile in Gates motel;

As said, simply awesome. I hope this isn't a secret, but what kind of emu and where can I get this state vram editor? I always wanted scorpion from PS Exhumed and some Disruptor sprites. Oh, and does it work with textures too?

Brilliant stuff! I agree that you should get the rest of the stuff as well. At least all new monster should have all poses. I hope you can find a way to complete them.
I would really like to see a PSX Duke TC, since it was the version I grew up playing. In my opinion recreation of the maps is not the way to go, the best would be an converter of the PSX format, like what was done for both PSX dooms and n64 doom TCs.
I know that a recreation of the maps was done once for the doom64, the absolution TC, but nowadays its obsolete because of the doom64EX which actually extracts the maps and everything else from the rom.
For Doom its a lot easier to recreate the maps since there is a lot less room for error, the coordinate system is all based on pixels which makes the things(sprites) placement a lot easier and makes the recreation of rooms easier as well. Also, wall textures can only be aligned but not stretched and floor and ceiling textures are locked to the grid. The only though stuff to recreate is the exact shade of the sectors, but atleast only sectors hold a shade value since walls and sprites just use the same shade from the sector. Duke on the other way is a lot more harder to imitate a map, theres simply too much stuff to care. I tried some time ago to recreate the Trackside Tragedy, and I had a decent start, but its just not worthy the time, I needed a lot of time just to recreate the first room! And if i remember right its not complete haha. It used weird wall alignment values, plus the room size is not very easy to imitate. With enough dedication id say a 95% close version can be made, but too much time will be needed.

Yes, it's even worse when you think they are encrypted for each level. It's not unthinkable to assume some of the new enemies who behave the same actually share the same tile number, since you never them in the same map.

Thank you everyone for your comments! I only have little time before I go on vacation in a few days, so I'll try to answer many questions as possible, and perhaps add some sprites rip if I have time...

I also made a small update, see first post.

Fox, on 16 June 2012 - 03:45 AM, said:

Good work. It's nice to see how clear all sprites are, while they look like of much lower quality in the game itself.

Some notes:

- I do think you should rip all monsters, they have all been rendered again after Chuck Jones models and are completely new. And I can tell of some differences (for example the Overlord fires only from one of his shoulder-mounted rockets). It would be nice to have the Battlelord sprites too for the sake of having the complete work, even if they are low resolution;
- You forgot the inventory Tripbomb icon;
- There is also a missing flipped #1200 tile in Gates motel;

That's what I can tell right of the bat.

For the missing tiles, they have been added in my little update. For missing monsters, I made a comparison, and I also noticed some differences (I had not noticed them before probably because of the poor quality of the renderer on the screen.), like Lizman shooting animation and the Fat commander 'bloodless' pain frame. The Drone is also smaller than the original (this is why I have trouble to destroy them), and for the BattleLord... I had not been paying attention to the OverLord before, I just remember that his death animation seem incomplete... I'll have to check him again.

I made comparisons; the left ones are from PC, the right ones are from PSX:

I can try to rip all of I can from them, but I cannot guarantee that I can finish them in time...

NUKEMDAVE, on 16 June 2012 - 06:55 PM, said:

Off topic, but have you ever tried ripping anything from Time to Kill or Land of the Babes?

I don't know much about these games. It seem they have 3d models, but the VRAM viewer can only get sprites and textures. I don't know if there is a 3D model viewer/ripper for PSX, so you will have to look by yourself.

LAW, on 16 June 2012 - 11:33 PM, said:

As said, simply awesome. I hope this isn't a secret, but what kind of emu and where can I get this state vram editor? I always wanted scorpion from PS Exhumed and some Disruptor sprites. Oh, and does it work with textures too?

I use the ePSXe emulator, with a program called PVV (Playstation Vram Viewer). According to the readme.txt file, you can use other emulators, such as PCSX 1.5, PCSX 1.9 and pSX, but it seem to work best on ePSXe. I don't have tested it on other games, but I think you could get it work on same way as DNTM; you can get easily all tiles/textures of the loaded map, but it will be difficult to get all frames of the monsters.

@HellFire, StrikerMan780
Of course It'll be easier if someone manage to decrypt maps and Art from the original game, but I'm afraid that is beyond my abilites... For example, Doom 64 Ex is an sort of emulator that directly convert the ROM into a Wad, making it readable for wads editors, but nobody made a such thing for DNTM. So for now, I see no other way to get the maps that is someone to recreate them.

I'm glad I go fairly quickly right now. I've almost finished the Lizman, the drone is complete and i've even finally got the pig cop diving frames from back!

For that I simply used a security camera.

And I only had to retrieve those missing frames from the VRAM viewer. Same for the Lizman, I managed to get the standing frame from back, and more difficult, all of the jumping sequence, all with using cameras and holoduke.
Now the pig cop is 100% complete, the next that I'll rip is the fat commander, and if everything goes well, I'll release a new update.

I also verified a thing the BattleLord, I shrinked him several times to see what size it should have:
Yes, it's his normal size (40x40), he's not actually shrunk.

Norvak, on 18 June 2012 - 10:27 AM, said:

Any possibility to get these sprites on Attrition as enemy variations? It'd be cool

Another update!
I thought not being able to do it in time, but I finally ripped the Overlord. He's almost complete (see ReadMe.txt for details), and I made him very quickly, unlike the other bosses. You can compare him between PC and PSX version to see what differences there are.

This time the camera helped me a lot:
Without this, I would even not get the shooting frames from side (he turns towards you too quickly), so I really got lucky with this one.

<"I'm gonna rip your sprites off of and..."

As for the Lizman and the Fat Commander, they should be complete too.

Now I have to leave, but I will return normally Wednesday, in hoping finish the stuff. So, see you soon!

It's interesting to me that the camouflage pattern on the drone is completely different between the PC and PSX renders of the models. I wonder if they mixed it up with the texture for the Overlord's shoulder armor or something. It's also interesting how awful those player sprites look... there must have been quite a bit of manual editing on the PC version sprites that they just declined to do with the PSX. His arms are even twisted at unnatural angles in some of the frames... lol.

If you look closely, you will notice that the Drone use the same texture, but covering a larger area. Perhaps they re-scaled the sprite by actually re-scaling the model first, and didn't realize it also affected the texture placement?

It's possible to rip the sounds from DNTM with the "PSound" tool which can be found here: http://www.zophar.ne...undreaver2.html
Set it to scan the pmp files. Different sounds have different Sample Rates though, I know that some of them sound well with 11025 hz.

It's possible to rip the sounds from DNTM with the "PSound" tool which can be found here: http://www.zophar.ne...undreaver2.html
Set it to scan the pmp files. Different sounds have different Sample Rates though, I know that some of them sound well with 11025 hz.

Just tried it. The sounds are a little higher quaility.

I was also able to view Time to Kill's textures/sprites using PSX VRAM Viewer, but I never could find the correct pallette. Here's the link if anyone else wants to give it a try: